"Blank Engine"
Course: G-ENGN1
Type: Final Project
Term: Transition Term, AY. 2014-2015
Term: Transition Term, AY. 2014-2015
Softwares:
- Visual Studio
- Microsoft Word
Team:
- John Alson Entuna: Lead Engine Programmer
- Paul Anton Rae Aguilar: Game Programmer and Documentation
Actual Contributions:
• Animator Component
• UML Diagrams
• Engine Documentation
• Engine Demo
For this project, we were tasked to create an engine where we apply all the knowledge we learned in our game engine 1 course. My buddy and I decided to take this project to the next level to gauge our own expectations of ourselves.
Additionally, we were able to release the engine as an open-source one.
- Visual Studio
- Microsoft Word
Team:
- John Alson Entuna: Lead Engine Programmer
- Paul Anton Rae Aguilar: Game Programmer and Documentation
Actual Contributions:
• Animator Component
• UML Diagrams
• Engine Documentation
• Engine Demo
For this project, we were tasked to create an engine where we apply all the knowledge we learned in our game engine 1 course. My buddy and I decided to take this project to the next level to gauge our own expectations of ourselves.
Additionally, we were able to release the engine as an open-source one.
Animator Component
With a component-based engine, I was able to create an animator component which would allow the animation of the sprites being rendered in a scene.
UML Diagram
Aside from the actual engine, we were tasked to create different diagrams that would explain its contents. I was able to produce a Use-Case Diagram, Activity Diagram, and a Class Diagram.
Engine Documentation
Together with the diagrams, I was also tasked to maintain a document for the engine. It acted as some form of API documentation. It contains information on how to use the engine, future plans for further improvement, limitations, and the diagrams.
Engine Demo
Upon the completion of the engine, I created a demo that would show all the features of the engine.